69 research outputs found
Solving key design issues for massively multiplayer online games on peer-to-peer architectures
Massively Multiplayer Online Games (MMOGs) are increasing in both popularity and
scale on the Internet and are predominantly implemented by Client/Server architectures.
While such a classical approach to distributed system design offers many benefits, it suffers
from significant technical and commercial drawbacks, primarily reliability and scalability
costs. This realisation has sparked recent research interest in adapting MMOGs
to Peer-to-Peer (P2P) architectures.
This thesis identifies six key design issues to be addressed by P2P MMOGs, namely
interest management, event dissemination, task sharing, state persistency, cheating mitigation,
and incentive mechanisms. Design alternatives for each issue are systematically
compared, and their interrelationships discussed. How well representative P2P MMOG
architectures fulfil the design criteria is also evaluated. It is argued that although P2P
MMOG architectures are developing rapidly, their support for task sharing and incentive
mechanisms still need to be improved.
The design of a novel framework for P2P MMOGs, Mediator, is presented. It employs a
self-organising super-peer network over a P2P overlay infrastructure, and addresses the
six design issues in an integrated system. The Mediator framework is extensible, as it
supports flexible policy plug-ins and can accommodate the introduction of new superpeer
roles. Key components of this framework have been implemented and evaluated
with a simulated P2P MMOG.
As the Mediator framework relies on super-peers for computational and administrative
tasks, membership management is crucial, e.g. to allow the system to recover from
super-peer failures. A new technology for this, namely Membership-Aware Multicast
with Bushiness Optimisation (MAMBO), has been designed, implemented and evaluated.
It reuses the communication structure of a tree-based application-level multicast
to track group membership efficiently. Evaluation of a demonstration application shows
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that MAMBO is able to quickly detect and handle peers joining and leaving. Compared
to a conventional supervision architecture, MAMBO is more scalable, and yet incurs
less communication overheads. Besides MMOGs, MAMBO is suitable for other P2P
applications, such as collaborative computing and multimedia streaming.
This thesis also presents the design, implementation and evaluation of a novel task
mapping infrastructure for heterogeneous P2P environments, Deadline-Driven Auctions
(DDA). DDA is primarily designed to support NPC host allocation in P2P MMOGs, and
specifically in the Mediator framework. However, it can also support the sharing of computational
and interactive tasks with various deadlines in general P2P applications. Experimental
and analytical results demonstrate that DDA efficiently allocates computing
resources for large numbers of real-time NPC tasks in a simulated P2P MMOG with approximately
1000 players. Furthermore, DDA supports gaming interactivity by keeping
the communication latency among NPC hosts and ordinary players low. It also supports
flexible matchmaking policies, and can motivate application participants to contribute
resources to the system
Intelligent Reflective Surface Deployment in 6G: A Comprehensive Survey
Intelligent reflecting surfaces (IRSs) are considered a promising technology
that can smartly reconfigure the wireless environment to enhance the
performance of future wireless networks. However, the deployment of IRSs still
faces challenges due to highly dynamic and mobile unmanned aerial vehicle (UAV)
enabled wireless environments to achieve higher capacity. This paper sheds
light on the different deployment strategies for IRSs in future terrestrial and
non-terrestrial networks. Specifically, in this paper, we introduce key
theoretical concepts underlying the IRS paradigm and discuss the design aspects
related to the deployment of IRSs in 6G networks. We also explore
optimization-based IRS deployment techniques to improve system performance in
terrestrial and aerial IRSs. Furthermore, we survey model-free reinforcement
learning (RL) techniques from the deployment aspect to address the challenges
of achieving higher capacity in complex and mobile IRS-assisted UAV wireless
systems. Finally, we highlight challenges and future research directions from
the deployment aspect of IRSs for improving system performance for the future
6G network.Comment: 16 pages, 3 Figures, 7 table
Signal Processing and Learning for Next Generation Multiple Access in 6G
Wireless communication systems to date primarily rely on the orthogonality of
resources to facilitate the design and implementation, from user access to data
transmission. Emerging applications and scenarios in the sixth generation (6G)
wireless systems will require massive connectivity and transmission of a deluge
of data, which calls for more flexibility in the design concept that goes
beyond orthogonality. Furthermore, recent advances in signal processing and
learning have attracted considerable attention, as they provide promising
approaches to various complex and previously intractable problems of signal
processing in many fields. This article provides an overview of research
efforts to date in the field of signal processing and learning for
next-generation multiple access, with an emphasis on massive random access and
non-orthogonal multiple access. The promising interplay with new technologies
and the challenges in learning-based NGMA are discussed
D 3. 3 Final performance results and consolidated view on the most promising multi -node/multi -antenna transmission technologies
This document provides the most recent updates on the technical contributions and research
challenges focused in WP3. Each Technology Component (TeC) has been evaluated
under possible uniform assessment framework of WP3 which is based on the simulation guidelines
of WP6. The performance assessment is supported by the simulation results which are in their
mature and stable state. An update on the Most Promising Technology Approaches (MPTAs)
and their associated TeCs is the main focus of this document. Based on the input of all the TeCs in WP3, a consolidated view of WP3 on the role of multinode/multi-antenna transmission
technologies in 5G systems has also been provided. This consolidated view is further
supported in this document by the presentation of the impact of MPTAs on METIS scenarios
and the addressed METIS goals.Aziz, D.; Baracca, P.; De Carvalho, E.; Fantini, R.; Rajatheva, N.; Popovski, P.; Sørensen, JH.... (2015). D 3. 3 Final performance results and consolidated view on the most promising multi -node/multi -antenna transmission technologies. http://hdl.handle.net/10251/7675
6G wireless communications networks: a comprehensive survey
The commercial fifth-generation (5G) wireless communications networks have already been deployed with the aim of providing high data rates. However, the rapid growth in the number of smart devices and the emergence of the Internet of Everything (IoE) applications, which require an ultra-reliable and low-latency communication, will result in a substantial burden on the 5G wireless networks. As such, the data rate that could be supplied by 5G networks will unlikely sustain the enormous ongoing data traffic explosion. This has motivated research into continuing to advance the existing wireless networks toward the future generation of cellular systems, known as sixth generation (6G). Therefore, it is essential to provide a prospective vision of the 6G and the key enabling technologies for realizing future networks. To this end, this paper presents a comprehensive review/survey of the future evolution of 6G networks. Specifically, the objective of the paper is to provide a comprehensive review/survey about the key enabling technologies for 6G networks, which include a discussion about the main operation principles of each technology, envisioned potential applications, current state-of-the-art research, and the related technical challenges. Overall, this paper provides useful information for industries and academic researchers and discusses the potentials for opening up new research directions
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Interference Aware Cognitive Femtocell Networks
Femtocells Access Points (FAP) are low power, plug and play home base stations which are designed to extend the cellular radio range in indoor environments where macrocell coverage is generally poor. They offer significant increases in data rates over a short range, enabling high speed wireless and mobile broadband services, with the femtocell network overlaid onto the macrocell in a dual-tier arrangement. In contrast to conventional cellular systems which are well planned, FAP are arbitrarily installed by the end users and this can create harmful interference to both collocated femtocell and macrocell users. The interference becomes particularly serious in high FAP density scenarios and compromises the ensuing data rate. Consequently, effective management of both cross and co-tier interference is a major design challenge in dual-tier networks.
Since traditional radio resource management techniques and architectures for single-tier systems are either not applicable or operate inefficiently, innovative dual-tier approaches to intelligently manage interference are required. This thesis presents a number of original contributions to fulfill this objective including, a new hybrid cross-tier spectrum sharing model which builds upon an existing fractional frequency reuse technique to ensure minimal impact on the macro-tier resource allocation. A new flexible and adaptive virtual clustering framework is then formulated to alleviate co-tier interference in high FAP densities situations and finally, an intelligent coverage extension algorithm is developed to mitigate excessive femto-macrocell handovers, while upholding the required quality of service provision.
This thesis contends that to exploit the undoubted potential of dual-tier, macro-femtocell architectures an interference awareness solution is necessary. Rigorous evidence confirms that noteworthy performance improvements can be achieved in the quality of the received signal and throughput by applying cognitive methods to manage interference
Radio Communications
In the last decades the restless evolution of information and communication technologies (ICT) brought to a deep transformation of our habits. The growth of the Internet and the advances in hardware and software implementations modified our way to communicate and to share information. In this book, an overview of the major issues faced today by researchers in the field of radio communications is given through 35 high quality chapters written by specialists working in universities and research centers all over the world. Various aspects will be deeply discussed: channel modeling, beamforming, multiple antennas, cooperative networks, opportunistic scheduling, advanced admission control, handover management, systems performance assessment, routing issues in mobility conditions, localization, web security. Advanced techniques for the radio resource management will be discussed both in single and multiple radio technologies; either in infrastructure, mesh or ad hoc networks
Enhancing trustability in MMOGs environments
Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds
(VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more
autonomic, security, and trust mechanisms in a way similar to humans do in the real
life world. As known, this is a difficult matter because trusting in humans and organizations
depends on the perception and experience of each individual, which is difficult to
quantify or measure. In fact, these societal environments lack trust mechanisms similar
to those involved in humans-to-human interactions. Besides, interactions mediated
by compute devices are constantly evolving, requiring trust mechanisms that keep the
pace with the developments and assess risk situations.
In VW/MMOGs, it is widely recognized that users develop trust relationships from their
in-world interactions with others. However, these trust relationships end up not being
represented in the data structures (or databases) of such virtual worlds, though they
sometimes appear associated to reputation and recommendation systems. In addition,
as far as we know, the user is not provided with a personal trust tool to sustain his/her
decision making while he/she interacts with other users in the virtual or game world.
In order to solve this problem, as well as those mentioned above, we propose herein a
formal representation of these personal trust relationships, which are based on avataravatar
interactions. The leading idea is to provide each avatar-impersonated player
with a personal trust tool that follows a distributed trust model, i.e., the trust data is
distributed over the societal network of a given VW/MMOG.
Representing, manipulating, and inferring trust from the user/player point of view certainly
is a grand challenge. When someone meets an unknown individual, the question
is “Can I trust him/her or not?”. It is clear that this requires the user to have access to
a representation of trust about others, but, unless we are using an open source VW/MMOG,
it is difficult —not to say unfeasible— to get access to such data. Even, in an open
source system, a number of users may refuse to pass information about its friends, acquaintances,
or others. Putting together its own data and gathered data obtained from
others, the avatar-impersonated player should be able to come across a trust result
about its current trustee. For the trust assessment method used in this thesis, we use
subjective logic operators and graph search algorithms to undertake such trust inference
about the trustee. The proposed trust inference system has been validated using
a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy
increase in evaluating trustability of avatars.
Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its
trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g.,
graph search methods), on an individual basis, rather than based on usual centralized
reputation systems. In particular, and unlike other trust discovery methods, our methods
run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft),
mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo,
Facebook) necessitam de mecanismos de confiança mais autónomos, capazes de
assegurar a segurança e a confiança de uma forma semelhante à que os seres humanos
utilizam na vida real. Como se sabe, esta não é uma questão fácil. Porque confiar em
seres humanos e ou organizações depende da percepção e da experiência de cada indivíduo,
o que é difícil de quantificar ou medir à partida. Na verdade, esses ambientes
sociais carecem dos mecanismos de confiança presentes em interacções humanas presenciais.
Além disso, as interacções mediadas por dispositivos computacionais estão em
constante evolução, necessitando de mecanismos de confiança adequados ao ritmo da
evolução para avaliar situações de risco.
Em VW/MMOGs, é amplamente reconhecido que os utilizadores desenvolvem relações
de confiança a partir das suas interacções no mundo com outros. No entanto, essas relações
de confiança acabam por não ser representadas nas estruturas de dados (ou bases
de dados) do VW/MMOG específico, embora às vezes apareçam associados à reputação
e a sistemas de reputação. Além disso, tanto quanto sabemos, ao utilizador não lhe
é facultado nenhum mecanismo que suporte uma ferramenta de confiança individual
para sustentar o seu processo de tomada de decisão, enquanto ele interage com outros
utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como
os mencionados acima, propomos nesta tese uma representação formal para essas relações
de confiança pessoal, baseada em interacções avatar-avatar. A ideia principal
é fornecer a cada jogador representado por um avatar uma ferramenta de confiança
pessoal que segue um modelo de confiança distribuída, ou seja, os dados de confiança
são distribuídos através da rede social de um determinado VW/MMOG.
Representar, manipular e inferir a confiança do ponto de utilizador/jogador, é certamente
um grande desafio. Quando alguém encontra um indivíduo desconhecido, a
pergunta é “Posso confiar ou não nele?”. É claro que isto requer que o utilizador tenha
acesso a uma representação de confiança sobre os outros, mas, a menos que possamos
usar uma plataforma VW/MMOG de código aberto, é difícil — para não dizer impossível
— obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de código
aberto, um número de utilizadores pode recusar partilhar informações sobre seus amigos,
conhecidos, ou sobre outros. Ao juntar seus próprios dados com os dados obtidos de
outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma
avaliação de confiança sobre o utilizador/jogador com o qual se encontra a interagir.
Relativamente ao método de avaliação de confiança empregue nesta tese, utilizamos
lógica subjectiva para a representação da confiança, e também operadores lógicos da
lógica subjectiva juntamente com algoritmos de procura em grafos para empreender
o processo de inferência da confiança relativamente a outro utilizador. O sistema de
inferência de confiança proposto foi validado através de um número de cenários Open-Simulator (opensimulator.org), que mostrou um aumento na precisão na avaliação da
confiança de avatares.
Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confiança para mundos
virtuais, conjuntamente com métricas de avaliação de confiança (por exemplo, a
lógica subjectiva) e em métodos de procura de caminhos de confiança (com por exemplo,
através de métodos de pesquisa em grafos), partindo de uma base individual, em
vez de se basear em sistemas habituais de reputação centralizados. Em particular, e ao
contrário de outros métodos de determinação do grau de confiança, os nossos métodos
são executados em tempo real
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